Hello. I have a question about the common topic of what a good polycount is. I am currently working on a model that I have bumped up from around 7,100 to 31,000 in ZBrush to use as my low poly instead. I have extruded a portion of the model, so now they don't show up so well compared to the higher versions. I have tried editing the topology in ZBrush, but I am still new to it, and am approaching a deadline for my portfolio.
So my question is to save time, if I decide to use the next lowest subdivision as my low poly instead, would 125k polys be waaaay overboard? (The model is a large monster) Normally, I usually stick with doing the best I can with low polys. But with hearing ridiculously high polys for next gen stuff, would it really be that bad?
Replies
I would believe that, with some new tricks or more maps!
I'm not a character artist, but 125K seems high (even if it were raw triangles count, which I don't know if you mean triangles or polygons).
As for DropOfTime, if you go looking in the Polycount Showcase threads you'll see they've put up their final tri counts so you can use those as benchmarks.
Simply put, you can import all the way upto a half a millions vertices in a game engine, but to what end, when that amount of extra 'data' can be used elsewhere?
Unless you want to work for cinematic's, in which case, you can run away with it, but even that is debatable since more times then not you have a LP model which has turbo smooth run on it and Disp. mapped.
http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts
Could also edit in some more info if needed.